PLAY IT AGAIN, PAC-MAN
 
                                  by
 
                           CHARLES BERNSTEIN
                State University of New York at Albany
 
            _Postmodern Culture_ v.2 n.1 (September, 1991)
 
             Copyright (c) 1991 by Charles Bernstein, all
             rights reserved.  This text may be freely shared
             among individuals, but it may not be republished
             in any medium without express written consent from
             the author and advance notification of the
             editors.
 
 
[1]       Your quarter rolls into the slot and you are tossed,
     suddenly and as if without warning, into a world of
     controllable danger.  Your "man" is under attack and you
     must simulate his defense, lest humanity perish and another
     quarter is required to renew the quest.
[2]       Drop in, turn on, tune out.
[3]       The theories of video games abound: poststructuralist,
     neomarxian, psychoanalytic, and puritanical interpretations
     are on hand to guide us on our journey through the
     conceptual mazes spawned by the phenomenon.  Acting out male
     aggression.  A return, for adolescent boys, to the site of
     mom's body.  Technological utopia.  As American as
     auto-eroticism.  The best introduction to computer
     programming.  No more than an occasion for loitering in
     seedy arcades.  A new mind-obliterating technodrug.
     Marvelous exercise of hand-eye coordination.  Corrupter of
     youth.  Capital entertainment for the whole family.  Not
     since the advent of TV has an entertainment medium been
     subjected to such wildly ambivalent reactions nor such
     skyrocketing sales.
[4]       If the Depression dream was a chicken in every pot,
     today's middle class adolescent's dream is a video game in
     every TV.
[5]       More and faster: better graphics and faster action, so
     fast you transcend the barriers of gravity, so vivid it's
     realer than real.
[6]       A surprising amount of the literature on video games
     has concerned the social context of the games: arcade
     culture, troubled youth, vocational training for tomorrow's
     _Top Gun_.  So much so that these scenarios seem to have
     become a part of video game culture: Nerdy kid who can't get
     out a full sentence and whose social skills resemble
     Godzilla's is the Star of the arcade; as taciturn as a Gary
     Cooper's Sheriff, he gets the job done without designer
     sweaters or the girl.
[7]       In the Saturday Night Fever of Computer Wizardry,
     achievement with your joy stick is the only thing that
     counts; success is solitary, objectively measured,
     undeniable.
[8]       Or, say, a 1980s Horatio Alger.  A failure at school,
     marginal drug experimenter, hanging out on the wrong side of
     the tracks with a no-future bunch of kids, develops $30 a
     day video game habit, can't unplug from the machine without
     the lights going out in his head.  Haunts the arcade till
     all hours, till the cops come in their beeping cruisers,
     bounding into the mall like the beeping spaceships on the
     video screen, and start to check IDs, seems some parents
     complained they don't know where Johnny is and it's pushing
     two.  Cut to: young man in chalk-striped suit vice-prez for
     software devel. of Data Futurians, Inc. of Electronic
     Valley, California; pulling down fifty thou in his third
     year after dropping out of college.  (Though the downside
     sequel has him, at 30, working till two every morning,
     divorced, personal life not accessible at this time, waiting
     for new data to be loaded, trouble reading disk drive.)
[9]       Like the story boards of the games, the narratives that
     surround video games seem to promise a very American ending:
     Redemption though the technology of perseverance and the
     perseverance of technology.  Salvation from social
     degeneracy (alien menace) comes in the form of squeaky clean
     high tech (no moving parts, no grease).  Turns out, no big
     surprise, that the Alien that keeps coming at you in these
     games is none other than Ourselves, split off and on the war
     path.
[10]      The combination of low culture and high technology is
     one of the most fascinating social features of the video
     game phenomenon.  Computers were invented as super drones to
     do tasks no human in her or his right mind (much less left
     brain) would have the patience, or the perseverance, to
     manage.  Enter multitask electronic calculators which would
     work out obsessively repetitive calculations involving
     billions of individual operations, calculations that if you
     had to do by hand would take you centuries to finish,
     assuming you never stopped for a Coke or a quick game of
     Pac-Man.  Now our robot drones, the ones designed to take
     all the boring jobs, become the instrument for libidinal
     extravaganzas devoid of any socially productive component.
     Video games are computers neutered of purpose, liberated
     from functionality.  The idea is intoxicating; like playing
     with the help on their night off, except the leisure
     industry begins to outstrip the labors of the day as video
     games become the main interface between John Q. and Beth B.
     Public and the computer.
[11]      Instruments of labor removed from work-a-day tasks, set
     free to roam the unconscious, dark spaces of the Imaginary--
     dragons and assault asteroids, dreadful losses and
     miraculous reincarnations.
[12]      If a typewriter could talk, it probably would have very
     little to say; our automatic washers are probably not hiding
     secret dream machines deep inside their drums.
[13]      But these microchips really blow you away.
[14]      Uh, err, um, oh.  TILT!
[15]      Okay, then, let's slow down and unpack these equations
     one by one, or else this will begin to resemble the assault
     on our ability to track that seems so much at the heart of
     the tease of the games themselves.
 
 
     SPENDING TIME OR KILLING IT?
 
[16]      The arcade games are designed, in part, to convince
     players to part, and keep parting, with their quarters.
     This part of the action feels like slot-machine gambling,
     with the obvious difference that there is no cash pay off,
     only more time on line.  Staying plugged in, more time to
     play, is the fix.  The arcade games are all about buying
     time and the possibility of extending the nominal, intensely
     atomized, 30-second (or so) minimum play to a duration that
     feels, for all impractical purposes, unbounded.  Clearly the
     dynamic of the ever-more popular home games is different
     enough that the two need to be considered as quite distinct
     social phenomena, even though they share the same medium.
[17]      Like sex, good play on an arcade video game not only
     earns extra plays but also extends and expands the length of
     the current play, with the ultimate lure of an unlimited
     stretch of time in which the end bell never tolls: a freedom
     from the constraints of time that resembles the temporal
     plenitude of uninterrupted live TV (or close-circuit video
     monitoring) as well as the timeless, continuous present of
     the personal computer (PC).  In contrast, a film ticket or
     video rental buys you just 90 or 120 minutes of "media," no
     extensions (as opposed to reruns) possible.  Meanwhile, the
     home video game, by allowing longer play with greater
     skills, simulates the temporal economy of the arcade product
     while drastically blunting the threat of closure, since on
     the home version it costs nothing to replay.
[18]      Video games create an artificial economy of scarcity in
     a medium characterized by plenitude.  In one of the most
     popular genres, you desperately fight to prolong your
     staying power which is threatened by alien objects that you
     must shoot down.  There's no intrinsic reason that the
     threat of premature closure should drive so many of these
     games; for example, if your quarter always bought two
     minutes of play the effect of artificial scarcity would
     largely disappear.  Is this desire to postpone closure a
     particular male drive, suggesting a peculiarly male fear?
     It may be that the emphasis on the overt aggression of a
     number of the games distracts from seeing other dynamics
     inherent in video game formats.
[19]      Another dynamic of the arcade games is the ubiquitous
     emphasis on scoring.  These games are not open-ended; not
     only do you try to accumulate the most points in order to
     extend play and win bonus games but also to compete with the
     machine's lifetime memory of best-ever scores.  If
     achievement-directed scoring suggests sex as opposed to
     love, games more than play, then it seems relevant to
     consider this a central part of the appeal of video games.
[20]      An economy of scarcity suggests goal-oriented behavior:
     the desire for accumulation; this is what George Bataille
     has dubbed a "restricted" economy, in contrast to an
     unrestricted or "general" economy, which involves exchange
     or loss or waste or discharge.  The drive to accumulate
     capital and commodities is the classic sign of a restricted
     economy.  Potlatch (the festive exchange of gifts) or other
     rituals or carnivals of waste ("A hellava wedding!," "Boy,
     what a Bar Mitzvah!") suggest a general economy.
[21]      While the dominant formats and genres of video games
     seem to involve a restricted economy, the social context of
     the games seems to suggest features of a general--
     unrestricted--economy.  For while the games often mime the
     purposive behavior of accumulation/acquisition, they are
     played out in a context that stigmatizes them as wastes of
     time, purposeless, idle, even degenerate.
[22]      These considerations link up video games with those
     other games, in our own and other cultures, whose social
     "function" is to celebrate waste, abandon, excess; though
     the carnival or orgiastic rite is clearly something that is
     repressed in a society, like ours, where the Puritan ethic
     stills hold powerful sway.  What redeems many sports from
     being conceived as carnivals of waste is the emphasis on
     athletics (%improvement% of the body) and the forging of
     team or group or community spirit (%building% a community,
     learning %fair% play)--two compensatory features
     conspicuously absent from solitary, suggestively
     antiphysical video gaming.
[23]      In a society in which the desire for general economy is
     routinely sublimated into utilitarian behaviors, the lure of
     video games has to be understood as, in part, related to
     their sheer unproductivity.  Put more simply, our
     unrestricted play is constantly being channeled into
     goal-directed games; how appealing then to find a game whose
     essence seems to be totally useless play.  Yet it would be a
     mistake to think of the erotic as wed to de-creative flows
     rather than pro-creative formations: both are in play, at
     work.  Thus the synthesis of play and games that
     characterizes most available video games addresses the
     conflictual nature of our responses to eros and labor, play
     and work.
[24]      So what's really being shot down or gobbled up in so
     many of the popular games?  Maybe the death wish played out
     in these games is not a simulation at all; maybe it's time
     that's being killed or absorbed--real-life productive time
     that could be better "spent" elsewhere.
 
 
     IF THE MASSAGE IS THE MEDIUM AND THE GENRE IS THE MESSAGE,
     WHO'S MINDING THE STORE?
 
[25]      Like movies, especially in the early period, video
     games are primarily characterized by their genre.  The
     earliest arcade video game, _Pong_, from 1971, is an arcade
     version of ping-pong, and so the progenitor of a series of
     more sophisticated games based on popular sports, including
     _Atari Football_, _Track and Field_, _720 [degrees]_
     (skateboarding), and _Pole Position_ (car racing).  (Perhaps
     driving simulation games are a genre of their own; they
     certainly have the potential to be played in an open-ended
     way, outside any scoring: just to drive fast and take the
     curves.)
[26]      Quest or "fantasy" adventures, typically using a maze
     format, is another very poplar genre, especially in the home
     version.  Arcade versions include _Dragon's Lair_,
     _Gauntlet_, and _Thayer's Quest_.  Dragons, wizards, and
     warriors are often featured players, and each new level of
     the game triggers more complex action, as the protagonist
     journeys toward an often magical destination at the end of a
     series of labyrinths.  In the home versions, where there may
     be up to a dozen levels, or scenes, the narrative can become
     increasingly elaborate.  Still, the basis of this genre is
     getting the protagonist through a series (or maze) of
     possibly fatal mishaps.  In its simplest form, these games
     involve a single protagonist moving toward a destination,
     the quest being to complete the labyrinth, against all odds.
     So we have Pac-Man gobbling to avoid being gobbled, or
     _Donkey Kong_'s Mario trying to save his beloved from a
     family of guerrillas who roll barrels at him, or, in
     _Berzerk_, humanoids who must destroy all the pursuing
     robots before reaching the end of the maze.
[27]      But the genre that most characterizes the arcade game
     is the war games in which successive waves of enemy
     projectiles must be shot down or blown up by
     counterprojectiles controlled by joystick, push button, or
     track ball.  Some of the more famous of these games included
     _Star Wars_ (a movie tie-in), _Space Invaders_ (squadrons of
     alien craft swoop in from outer space while the player
     fights it out with one lone spacecraft that is locked in a
     fixed position), _Asteroids_ (weightless, drifting shooter,
     lost in space, tries to blast way through meteor showers and
     occasional scout ship), _Defender_ (wild variety of space
     aliens to dodge/shoot down in spaceman rescue), _Galaxian_
     (invaders break ranks and take looping dives in their
     attacks), _Stratovox_ (stranded astronauts on alien planet),
     _Centipede_ (waves of insects), _Missile Command_ (ICBM
     attack), _Robotron: 2084_ (robots against humanity),
     _Seawolf_ (naval action), _Zaxxon_ (enemy-armed flying
     fortress), _Battlezone_ (so accurately simulated tank
     warfare, so the press kit says, that the Army used it for
     training), and, finally, the quite recent "total
     environment" sit-down, pilot's view war games--_Strike
     Avenger_, _Afterburner_, and _Star Fire_.
[28]      A related, newer genre is the martial arts fighting-man
     video games, such as _Double Dragon_ and _Karate Champ_,
     where star wars have come home to earth in graphically
     violent street wars reminiscent of Bruce Lee's mystically
     alluring Kung Fu action movies: another example of film and
     video game versions of the same genre.
[29]      Discussions of video games rarely distinguish between
     medium and genre, probably because the limited number of
     genres so far developed dominate the popular conception of
     the phenomenon.  But to imagine that video games are
     restricted to shoot-'em-ups, quest adventures, or sports
     transcriptions would be equivalent to imagining, seventy
     years ago, that the _Perils of Pauline_ or slapstick
     revealed the essence of cinema.
[30]      A medium of art has traditionally been defined as the
     material or technical means of expression; thus, paint on
     canvas, lithography, photography, film, and writing are
     different media; while detective stories, science fiction,
     rhymed verse, or penny dreadfuls are genres of writing.
     This is altogether too neat, however.  Since we learn what a
     medium is through instances of its use in genres, the cart
     really comes before the horse, or anyway, the medium is a
     sort of projected, or imaginary, constant that is actually
     much more socially and practically constituted than may at
     first seem apparent.
[31]      When trying to understand the nature of different
     media, it is often useful to think about what characterizes
     one medium in a way that distinguishes it from all other
     media--what is its essence, what can it do that no other
     medium can do?  Stanley Cavell has suggested that the
     essence of the two predominant moving-image media--TV and
     movies--are quite distinct.  The experience of film is
     voyeuristic--I %view% a world ("a succession of automatic
     world projections") from a position of being unseen, indeed
     unseeable.  TV, in contrast, involves not viewing but
     %monitoring% of events as its basic mode of perception--live
     broadcast of news or sports events being the purest examples
     of this property.
[32]      It's helpful to distinguish the video display monitor
     from TV-as-medium.  Several media use the video monitor for
     non-TV purposes.  One distinction is between %broadcast% TV
     and VCR technologies that, like PCs, use the television
     screen for non-event-monitoring functions.  Video games,
     then, are a moving-image medium distinct from TV and film.
[33]      In distinguishing medium and genre, it becomes useful
     to introduce a middle term, _format_.  Coin-op and
     home-cassette video games are one type of--hardware--format
     distinction I have in mind; but another--software--
     difference would be between, for example, scored and
     open-ended games, time-constrained and untimed play.
     Similar or different genres could then be imagined for these
     different formats.
 
 
     THE COMPUTER UNCONSCIOUS
 
[34]      The medium of video games is the CPU--the computer's
     central processing unit.  Video games share this medium with
     PCs.  Video games and PCs are different (hardware) formats
     of the same medium.  Indeed, a video game is a computer that
     is set up (dedicated) to play only one program.
[35]      The experiential basis of the computer-as-medium is
     %prediction and control% of a limited set of variables.  The
     fascination with all computer technology--gamesware or
     straightware--is figuring out all the permutations of a
     limited set of variables.  This accounts for the obsessively
     repetitive behavior of both PC hackers and games players
     (which mimes the hyperrepetiveness of computer processing).
     As a computer games designer remarked to me, working with
     computers is the only thing she can do for hours a day
     without noticing the time going by: a quintessentially
     absorbing activity.
[36]      Computers, because they are a new kind of medium, are
     likely to change the basic conception of what a medium is.
     This is not because computers are uniquely interactive--that
     claim, if pursued, becomes hollow quite quickly.  Rather,
     computers provide a different definition of a medium: not a
     physical support but an operating environment.  Perhaps it
     overstates the point to talk about computer consciousness
     but the experiential dynamic in operating computers--whether
     playing games or otherwise--has yet to receive a full
     accounting.  Yet the fascination of relating to this alien
     consciousness is at the heart of the experience of PCs as
     much as video games.
[37]      Video games are the purest manifestation of computer
     consciousness.  Liberated from the restricted economy of
     purpose or function, they express the inner, nonverbal world
     of the computer.
[38]      What is this world like?  Computers, including video
     games, are relatively invariant in their response to
     commands.  This means that they will always respond in the
     same way to the same input but also that they demand that
     the input be precisely the same to produce the same results.
     For this reason, any interaction with computers is extremely
     circumscribed and affectless (which is to say, all the
     affect is a result of transference and projection). 
     Computers don't respond or give forth, they process or
     calculate.
[39]      Computers are either on or off, you're plugged in or
     your out of the loop.  There is a kind of visceral click in
     your brain when the screen lights up with "System Ready," or
     your quarter triggers the switch and the game comes on line,
     that is unrelated to other media interactions such as
     watching movies or TV, reading, or viewing a painting.
     Moreover--and this is crucial to the addictive attraction so
     many operators feel--the on-ness of the computer is alien to
     any sort of relation we have with people or things or
     nature, which are always and ever possibly present, but
     can't be toggled on and off in anything like this peculiar
     way.  The computer infantalizes our relation to the
     external, re-presenting the structure of the infant's world
     as described by Piaget, where objects seem to disappear when
     you turn your back to them or close your eyes.  For you know
     when you turn your PC on it will be just like you left it:
     nothing will have changed.
[40]      TV is for many people simulated company, freely flowing
     with an unlimited supply of "stuff" that fills up "real
     time."  Computers, in contrast, seem inert and atemporal,
     vigilant and self-contained.  It's as if all their data is
     simultaneously and immediately available to be called up.
     It is unnecessary to go through any linear or temporal
     sequence to find a particular bit of information.  No
     searching on fast forward as in video, or waiting as in TV,
     or flipping pages as in a book: you specify and instantly
     access.  When you are into it, time disappears, only to
     become visible again during "down time."  Even those who
     can't conceive that they will care about speed become
     increasingly irritated at computer operations that take more
     than a few seconds to complete.  For the non-operator, it
     may seem that a 10-second wait to access data is
     inconsequential.  But the computer junkie finds such waits
     an affront to the medium's utopian lure of timeless and
     immediate access, with no resistance, no gravitational
     pull--no sweat, no wait, no labor on the part of the
     computer: a dream of weightless instantaneousness,
     continuous presentness.  The fix of speed for the computer
     or video game player is not from the visceral thrill of
     fastness, as with racing cars, where the speed is physically
     felt.  The computer ensnares with a Siren's song of time
     stopping, ceasing to be experienced, transcended.  Speed is
     not an end in itself, a roller coaster ride, but a means to
     escape from the very sensation of speed or duration: an
     escape from history, waiting, embodied space.
 
 
     THE ANXIETY OF CONTROL/THE CONTROL OF ANXIETY
 
[41]      Invariance, accuracy, and synchronicity are not
     qualities that generally characterize human information
     processing, although they are related to certain
     idealizations of our reasoning processes.  Certainly,
     insofar as a person took on these characterizations, he or
     she would frighten: either lobotomized or paranoid.  In this
     sense, the computer can again be seen as an alien form of
     consciousness; our interactions with it are unrelated to the
     forms of communication to which we otherwise are accustomed.
[42]      Many people using computers and video games experience
     a surprisingly high level of anxiety; controlled anxiety is
     one of the primary "hooks" into the medium.
[43]      Since so many of the video game genres highlight
     paranoid fantasies, it's revealing to compare these to the
     paranoia and anxiety inscribed in PC operating systems.
     Consider the catastrophic nature of numerous PC error
     messages: Invalid sector, allocation error, sector not
     found, attempted write-protect violation, disk error,
     divide overflow, disk not ready, invalid drive
     specification, data error, format failure, incompatible
     system size, insufficient memory, invalid parameter, general
     failure, bad sector, fatal error, bad data, sector not
     found, track bad, disk unusable, unrecoverable read error;
     or the ubiquitous screen prompts: "Are you sure?" and
     "Abort, Retry, Ignore?"
[44]      The experience of invoking and avoiding these,
     sometimes "fatal" errors, is not altogether unlike the
     action of a number of video games.  Just consider how these
     standard PC software operating terms suggest both scenarios
     and action of many video games and at the same time
     underscore some of the ontological features of the medium:
     %escape% and %exit% and %save% functions ("You must escape
     from the dungeon, exit to the next level and save the
     nuclear family"), %path support% (knowing your way through
     the maze), data %loss%/data %recovery% (your "man" only
     disappears if he gets hit three times), %defaults% (are not
     in the stars but in ourselves), %erase% (liquidate,
     disappear, destroy, bombard, obliterate), %abandon% (ship!),
     %unerase% (see data recovery), delete (kill me but don't
     delete me), %searches% (I always think of John Ford's _The
     Searchers_, kind of the opposite of perhaps the most
     offensive of video games, "Custer's Revenge"), and of
     course, %back-ups% (i.e. the cavalry's on its way, or else:
     a new set of missiles is just a flick of the wrist away).
[45]      The pitch of computer paranoia is vividly demonstrated
     in the cover copy for a program designed to prevent your
     hard drive from %crashing%: "Why your hard disk may be only
     seconds away from total failure!  Be a real hero!  Solve
     hard disk torture and grief.  You don't need to reformat.
     You don't need to clobber data.  How much these errors
     already cost you in %unrecoverable% data, time, torture,
     money, missing deadlines, schedule delays, poor performance,
     damage to business reputation, etc.."
[46]      Loss preventable only by constant saving is one PC
     structural metaphor that seems played out in video games.
     Another one, though perhaps less metaphoric than
     phenomenological, revolves around %location%.  Here it's not
     loss, in the sense of being blipped out, but rather being
     lost--dislocation--as in how to get from one place to
     another, or getting your bearings so that the move you make
     with the controls corresponds with what you see on the
     far-from-silver screen.  Or else the intoxicating anxiety of
     disorientation: vertigo, slipping, falling, tumbling....
[47]      What's going on?  The dark side of uniformity and
     control is an intense fear of failure, of crashing, of
     disaster, of down time.  Of not getting it right, of getting
     lost, of losing control.  Since the computer doesn't make
     mistakes, if something goes wrong, it must be something in
     you.  How many times does an operator get a new program and
     run it through just to see how it works, what it can do,
     what the glitches are, what the action is.  Moving phrases
     around in multiple block operations may not be so different
     from shooting down asteroids.  Deleting data on purpose or
     by mistake may be something like gobbling up little
     illuminated blips on the display screen of a game.  And
     figuring out how a new piece of software works by making
     slight mistakes that the computer rejects--because there's
     only one optimum way to do something--may be like learning
     to get from a 30-second Game Over to bonus points.
[48]      If films offer voyeuristic pleasures, video games
     provide vicarious thrills.  You're not peeking into a world
     in which you can't be seen, you are acting in a world by
     means of tokens, designated hitters, color-coded dummies,
     polymorphous stand-ins.  The much-admired interactiveness of
     video games amounts to less than it might appear given the
     very circumscribed control players have over their "men."
     Joy sticks and buttons (like keyboards or mice) allow for a
     series of binary operations; even the most complex games
     allows for only a highly limited amount of player control.
     Narrowing down the field of possible choices to a manageable
     few is one of the great attractions of the games, in just
     the way that a film's ability to narrow down the field of
     possible vision to a %view% is one of the main attractions
     of the cinema.
[49]      Video games offer a narrowed range of choices in the
     context of a predictable field of action.  Because the games
     are so mechanically predictable, and context invariant,
     normal sorts of predictive judgments based on situational
     adjustments are unnecessary and indeed a positive hindrance.
     The rationality of the system is what makes it so unlike
     everyday life and therefore such a pleasurable release from
     everyday experience.  With a video game, if you do the same
     thing in the same way it will always produce the same
     results.  Here is an arena where a person can have some real
     control, an illusion of power, as "things" respond to the
     snap of our fingers, the flick of our wrists.  In a world
     where it is not just infantile or adolescent but all too
     human to feel powerless in the face of bombarding events,
     where the same action never seems to produce the same
     results because the contexts are always shifting, the
     uniformity of stimulus and response in video games can be
     exhilarating.
[50]      In the social world of our everyday lives repetition is
     near impossible if often promised.  You can never utter the
     same sentence twice not only technically, in the sense of
     slight acoustic variation, but semantically, in that it
     won't mean the same thing the second time around, won't
     always command the same effect.  With video games, as with
     all computers, you can return to the site of the same
     problem, the same anxiety, the same blockage and get exactly
     the same effect in response to the same set of actions.
[51]      In the timeless time of the video screen, where there
     is no future and no history, just a series of events that
     can be read in any sequence, we act out a tireless
     existential drama of "now" time.  The risks are simulated,
     the mastery imaginary; only the compulsiveness is real.
 
 
     PARANOIA OR PARAMILITARY?
 
[52]      Paranoia literally means being beside one's mind.
     Operating a computer or video game does give you the eerie
     sensation of being next to something like a mind, something
     like a mind that is doing something like responding to your
     control.  Yet one is not in control over the computer.
     That's what's scary.  Unlike your relation to your own body,
     that is being in it and of it, the computer only simulates a
     small window of operator control.  The real controller of
     the game is hidden from us, the inaccessible system core
     that goes under the name of Read Only Memory (ROM), that's
     neither hardware that you can touch or software that you can
     change but "firmware."  Like ideology, ROM is out of sight
     only to control more efficiently.
[53]      We live in a computer age in which the systems that
     control the formats that determine the genres of our
     everyday life are inaccessible to us.  It's not that we
     can't "know" a computer's mind in some metaphysical sense;
     computers don't have minds.  Rather, we are structurally
     excluded from having access to the command structure: very
     few know the language, and even fewer can (re)write it.  And
     even if we could rewrite these deep structures, the systems
     are hardwired in such a way as to prevent such tampering.
     In computer terms, to reformat risks losing all your data:
     it is something to avoid at all costs.  Playing video games,
     like working with computers, we learn to adapt ourselves to
     fixed systems of control.  *All the adapting is ours*.  No
     wonder it's called good vocational training--but not just
     for Air Force Mission Control or, more likely, the word
     processing pool: the real training is for the new regulatory
     environment we used to call 1984 until it came on line
     without an off switch.  After that we didn't call it
     anything.
[54]      In the machine age, a man or woman or girl or boy could
     fix an engine, put in a new piston, clean a carburetor.  A
     film goer could look at a piece of film, or watch each frame
     being pulled by sprockets across a beam of light at a speed
     that he or she could imagine changing.  A person operating a
     threshing machine may have known all the basic principles,
     and all the parts, that made it work.  But how many of us
     have even the foggiest notion--beyond something about binary
     coding and microchips and overpriced Japanese memory--about
     how video games or computers work?
[55]      Yet, isn't that so much Romantic nonsense?  Haven't
     societies always run on secrets, hidden codes, inaccessible
     scriptures?  The origins of computers can be traced to
     several sources.  But it was military funding that allowed
     for the development of the first computers.  Moreover, the
     first video game is generally considered to be _Spacewar_,
     which was developed on mainframes at MIT in the late 1950s,
     a byproduct of "strategic" R&D (research and development),
     and a vastly popular "diversion" among the computer
     scientists working with the new technology.
[56]      The secrecy of the controlling ROM cannot be divorced
     from the _Spacewar_ scenario that developed out of it, and
     later inspired the dominant arcade video game genre.
     Computer systems, and the games that are their product,
     reveal a military obsession with secrecy and control, and
     the related paranoia that secrets will be exposed or control
     lost.  Computers were designed not to solve problems, per
     se, not to make visually entertaining graphics, not to
     improve manuscript presentation or production, not to do
     bookkeeping or facilitate searches through the Oxford
     English Dictionary.  Computers have their origins in the
     need to simulate attack/response scenarios.  To predict
     trajectories of rockets coming at target and the trajectory
     of rockets shot at these rockets.  The first computers were
     developed in the late 1940s to compute bombing trajectories.
     When we get to the essence of the computer consciousness, if
     that word can still be stomached for something so foreign to
     all that we have known as consciousness, these origins have
     an acidic sting.
[57]      Which is not to say other fantasies, or purposes, can't
     be spun on top of these origins.  Programs and games may
     subvert the command and control nature of computers, but
     they can never fully transcend their disturbing, even
     ominous, origins.
[58]      So one more time around this maze.  I've suggested that
     the Alien that keeps coming at us in so many of these games
     is ourselves, split off; that what we keep shooting down or
     gobbling up or obliterating is our temporality: which is to
     say that we have "erring" bodies, call them flesh, which is
     to say we live in time, even history.  And that the cost of
     escaping history is paranoia: being beside oneself, split
     off (which brings us back to where we started).
[59]      But isn't the computer really the alien--the robot--
     that is bombarding us with its world picture (not %view%),
     its operating environment; that is always faster and more
     accurate than we can ever hope to be; and that we can only
     pretend to protect ourselves from, as in the Pyhrric
     victory, sweet but unconvincing, when we beat the machine,
     like so many John Henrys in dungarees and baseball hats,
     hunching over a pleasure machine designed to let us win once
     in while?
[60]      The Luddites wanted to smash the machines of the
     Industrial Revolution--and who can fail to see the touching
     beauty in their impossible dream.  But there can be no
     returns, no repetitions, only deposits, depositions.
     Perhaps the genius of these early video games--for the
     games, like computers, are not yet even toddlers--is that
     they give us a place to play out these neo-Luddite
     sentiments: slay the dragon, the ghost in the machine, the
     beserk robots.  What we are fighting is the projection of
     our sense of inferiority before our own creation.  I don't
     mean that the computer must always play us.  Maybe, with
     just a few more quarters, we can turn the tables.